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Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14 (Read 8097 times)

Started by ApolloGrimoire, June 27, 2014, 09:52:20 pm
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Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
New #1  June 27, 2014, 09:52:20 pm
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Kid Goku Official Beta 2.0

http://youtu.be/DMM5i__Ew6w

Official 2.0 Beta now has Teleport Special and LV1/2 Kamehameha Supers!

Credit goes to Ryon for his tutorial videos, Yaret for throw coding and Alex Sinigaglia for the sprite sheet.

I'm throwing this out to get feedback and suggestions while continuing to create the character. Future releases will have the whole character out at once and will fix it from feedback.

Oh, this is 1.0 and above too.

Here's the Download link from mediafire. Wish me luck.
https://dl.dropboxusercontent.com/u/21491039/MUGEN/KidGokuBeta2.0.zip
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Last Edit: July 24, 2014, 01:00:51 pm by ApolloGrimoire
Re: Kid Goku - Infinite Styled Beta1
#2  June 27, 2014, 10:15:13 pm
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looks pretty interesting check it and maybe give you the feed later.
lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Kid Goku - Infinite Styled Beta1
#3  June 27, 2014, 10:33:51 pm
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Congrats on your first post, ill try him out :)
Re: Kid Goku - Infinite Styled Beta1
#4  June 27, 2014, 10:49:03 pm
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The link is not working 22Kb. says the file is empty
Last Edit: June 27, 2014, 10:52:15 pm by yaret
Re: Kid Goku - Infinite Styled Beta1
#5  June 27, 2014, 10:51:47 pm
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Plz fix the link .

Re: Kid Goku - Infinite Styled Beta1
#6  June 27, 2014, 10:58:31 pm
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I thought I added the folder.

Now I have.
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Re: Kid Goku - Infinite Styled Beta1
#7  June 28, 2014, 12:08:01 am
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1- The parry effect is misplaced (should be put lower);

2- some work is needed for the throw;
  2.1- speaking of which, what are these values?
Spoiler, click to toggle visibilty
  -46.666666666667 ??? -116.33333333333 ???

    2.2- and the throw with two kicks is the same as the one with two punches;


3- when he lands from a backwards hop he has no CLSNs;

4- doing x+a (dodge) and then a punch will make him stuck in the same state and animation; you can move though. It's because you don't have the state 221;

5- I don't understand the usage of some hitsparks: light punch, it has one type of hitspark; medium and hard/strong punch have another type of hitspark, like a slash one. And there are other instances where it happens.
Last Edit: June 28, 2014, 12:11:23 am by Alex Sinigaglia
Re: Kid Goku - Infinite Styled Beta1
#8  June 28, 2014, 12:14:57 am
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Niiiice aside from said issues I'm hyped for this !
Re: Kid Goku - Infinite Styled Beta1
#9  June 28, 2014, 03:55:15 pm
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@Alex

1. Fixed the Parries.

2.1. I tried to use the infinite code for the throw, but it would never connect so I had to use the throw editor and the end result was my first attempt. I think I posted for help, but can't remember if I got a reply or not.

2.2. ? That's all I got, what do you mean by that again?

3. Added CLSN.

4. Changed state to 220.

5. Fixed.

The only issue is the throwing state. First post updated with new link from Dropbox.
Here. https://dl.dropboxusercontent.com/u/21491039/MUGEN/Kid%20Goku.zip
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Re: Kid Goku - Infinite Styled Beta1
#10  June 28, 2014, 05:46:56 pm
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Re: Kid Goku - Infinite Styled Beta1
#11  June 28, 2014, 06:02:52 pm
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Last Edit: June 29, 2014, 04:19:07 pm by Alex Sinigaglia
Re: Kid Goku - Infinite Styled Beta1
#12  June 28, 2014, 09:13:08 pm
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Thanks yaret, it looks smoother.

@Alex:

I guess so? My characters are meant to be done in the style of Infinite.

Forgot to mention earlier, added POTS hitsounds that were missing from first release. File updated with yaret's assistance. Credited too.
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Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#13  June 30, 2014, 10:35:17 pm
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Tomorrow, I please to release a Beta1.5 with two specials.
I'm also trying to make a stage, but I'm not getting the local-cord right at all, even with the stage tool by Cybaster.
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Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#14  June 30, 2014, 10:42:07 pm
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If you plan to release a new version as you said, i'll download it tomorrow than. Good luck with Kid Goku.
Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#15  July 01, 2014, 12:10:40 am
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cool release, thx for sharing. I always liked him more in DB than in DBZ. Though his sprites could surely use some work. someone should clean them up lol. 
Spoiler, click to toggle visibilty

..and apart from that he still keeps stucking in the following position (what Alex mentioned already):



but apart from that good job


Last Edit: July 01, 2014, 10:09:54 am by Gara
Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#16  July 01, 2014, 01:00:50 pm
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Please to release? WTF does that mean? *facepalms himself* Meant plan to release. I'm also trying to do a stage, but the local cord is messing it all up.
It's 16:9, but will also have 4:3 support too.

I fixed what Alex mentioned, since it's in dropbox, it's automatically updated. (Supposedly)

What happened in that image?
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Last Edit: July 01, 2014, 01:14:52 pm by ApolloGrimoire
Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#17  July 01, 2014, 01:25:55 pm
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as I said he kept stucking in this position  :-\ you can easily proove that by letting him play in watch mode:

Spoiler: pictures for explanation (click to see content)
Last Edit: July 01, 2014, 01:30:15 pm by Gara
Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#18  July 01, 2014, 01:27:23 pm
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What state is he in? (ctrl + D for debug)
How did that happen? What did he do in watch mode that made him stuck in that animation?

Details, Gara! :D
Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#19  July 01, 2014, 01:30:36 pm
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Probably an huge pain the the legs or something. :(
Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#20  July 01, 2014, 01:32:58 pm
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I've looked at some matches and I couldn't see what you've discovered. If it happens again, see if you can Ctrl + D and I'll look into it.

Dang it, Alex, you beat me to is as I was typing this.
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Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#21  July 01, 2014, 01:50:27 pm
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I may need to hold off on the 2 specials release as after doing EX Power Pole, the Ki Shots don't want to work anymore.

Just tested and the Ki Shots work after normal power pole, but stops after EX Power Pole.

Now for some reason when in Custom Combo, the game thinks I'm doing state 1100, when I don't have state 1100. No never mind, forgot to take out that command.
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Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#22  July 01, 2014, 01:52:47 pm
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What state is he in? (ctrl + D for debug)
How did that happen? What did he do in watch mode that made him stuck in that animation?

Details, Gara! :D
ah yeah right. :XD: Well, according to this snapshot 
the problem has to be in state no. 5201. I also let him play against other chars like DW's Skullomania, but the problem still appeared :P
 
Last Edit: July 08, 2014, 10:07:50 pm by Gara
Re: Kid Goku - Infinite Styled Beta1 - UPDATED 28/6/14
#23  July 01, 2014, 01:59:57 pm
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Weird, still haven't had that happen to me yet.

Scratch that, I found it. It seems to happen after Fall Near Ground Recovery.
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Last Edit: July 01, 2014, 02:19:06 pm by ApolloGrimoire
Re: Kid Goku - Infinite Styled Beta1.5.0 - UPDATED 1/7/14
#24  July 01, 2014, 03:10:36 pm
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Beta 1.5.0 updated with fix to state 5201, new 9000,1 and Ki Shot Specials, though I fear we may have a UMVC3 Morrigan on our hands.
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Re: Kid Goku - Infinite Styled Beta1.5.0 - UPDATED 1/7/14
#25  July 01, 2014, 06:50:04 pm
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Um... anything?
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Re: Kid Goku - Infinite Styled Beta1.5.0 - UPDATED 1/7/14
#26  July 01, 2014, 07:04:22 pm
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Well, It should be better if you made a link, in fact. xD
Re: Kid Goku - Infinite Styled Beta1.5.0 - UPDATED 1/7/14
#27  July 01, 2014, 09:16:03 pm
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Re: Kid Goku - Infinite Styled Beta1.5.0 - UPDATED 1/7/14
#28  July 01, 2014, 10:15:00 pm
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Any feedback would be greatly appreciated. I feel stuck in the loop...
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Re: Kid Goku - Infinite Styled Beta1.5.0 - UPDATED 1/7/14
#29  July 07, 2014, 03:09:55 pm
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Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#30  July 07, 2014, 03:42:38 pm
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idk, another kamehameha something like that.
lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#31  July 07, 2014, 03:43:33 pm
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That's going to be his Level 1 Super.

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Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#32  July 07, 2014, 04:20:56 pm
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Rock paper scissors?
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#33  July 07, 2014, 05:22:14 pm
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That's the other Level 1 Super. Should it be like the anime where he blocks their attacks? Or should the first two hits cause a dizzy state?

Where's the feedback?
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Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#34  July 07, 2014, 08:18:31 pm
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If you insist... :XD:

- sprite 800,3 is cut; use the one from my spritesheet, it isn't cut;
- alignment of the sprites in group 1000 has to be fixed;
- medium, hard and EX Power Pole attacks don't hit at point blank (close to the enemy);
- the throw... you know;
ok, I'll tell you what to do to make the grab better (to my eyes at least):
1. first, comment the TargetBinds that have as trigger1 AnimElem = 4 and AnimElem = 5 (in state 810);
2. second, in the same state find the TargetState and change the AnimElem from 5 to 3: the code should look like this:
Code:
[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 3
value = 821
3. lastly, go to state 821 and in this part of the state:
Code:
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40
change the velset to 7,0 (or any value you want).

- all the ki blasts don't hit the enemy at point blank;
- EX Power Pole has misaligned hitsparks (look at the others, they have the hitsparks palced correctly);
- in my opinion the Power Pole attacks should hit only once; add this in the hitdefs (if you want the attacks to hit only once):
triggerall = !Movecontact
- Zero Counter doesn't work :P I guess you have to think about that.

That's all for now.
Last Edit: July 07, 2014, 08:22:00 pm by Alex Sinigaglia
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#35  July 07, 2014, 09:15:53 pm
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OK, Kid Goku has now reached beta 2.0 with Ki Shot and Power Pole specials. Any ideas on other specials I should give him before I move to Supers?

http://www.mediafire.com/download/896sn5ccvtwgtv3

striker kamesennin >>> fdfdX
double kamehameha with kamesennin as support >>> super lvl 3 >>> bdbdX
flying? i think fly like ub22 >>>> hold UP + enter
striker/support flying cloud

    Fists of Fury: triple punch attack. >>> fdfdA
    Magic Stick: extending pole attack. >>> bdbdA
    Flying Kamehameha: Goku uses a Reverse Kamehameha to perform a diving shoulder smash. >>> jbdbdB or jfdfdB
    Rock, Scissors 'N' Paper >>> enter
    Kamehameha  >>> bdbdB
    Directed Kamehameha >>>> bdbdY
    Meteo Kong: his meteor attack in Ultimate Battle 22. >>> fdfdY
http://signavatar.com/32255_s.gif

please visit my request thread. here
bad grammar is art
Last Edit: July 07, 2014, 09:30:06 pm by yaminogun
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#36  July 07, 2014, 09:23:02 pm
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Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#37  July 07, 2014, 09:41:39 pm
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Working on them now. Got most fixed, though:
1. first, comment the TargetBinds that have as trigger1 AnimElem = 4 and AnimElem = 5 (in state 810);

Makes no sense to me, sorry.

Was typing this out as the other 2 posts got... posted.

Level 3 will be the King Piccolo Finisher.

Kid Goku will only have 1 Level 3 and 4 Level 1's with Level 2 Max's.
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Last Edit: July 07, 2014, 09:45:28 pm by ApolloGrimoire
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#38  July 07, 2014, 10:27:11 pm
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Working on them now. Got most fixed, though:
1. first, comment the TargetBinds that have as trigger1 AnimElem = 4 and AnimElem = 5 (in state 810);

Makes no sense to me, sorry.

Was typing this out as the other 2 posts got... posted.

Level 3 will be the King Piccolo Finisher.

Kid Goku will only have 1 Level 3 and 4 Level 1's with Level 2 Max's.

yeah the king piccolo finisher is also known as the super dragon fist in dbz budokai 3, so thanks for having my suggestion on level 3 super
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#39  July 07, 2014, 10:29:14 pm
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I planned it on being the level 3 finisher from the start.
Though I do plan to change the hit def at the end of the attack.

The Master Roshi helper from Supermystery's isn't going to be used since he's his own character.

Not sure about the Giant Gorilla one though.
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Last Edit: July 07, 2014, 10:33:21 pm by ApolloGrimoire
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#40  July 07, 2014, 10:48:48 pm
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I planned it on being the level 3 finisher from the start.
Though I do plan to change the hit def at the end of the attack.

The Master Roshi helper from Supermystery's isn't going to be used since he's his own character.

Not sure about the Giant Gorilla one though.

you mean the one familiar with one of sonson's super?
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#41  July 07, 2014, 11:09:02 pm
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Commenting means adding ";" (a semicolon) before the codes so that they don't work. It's like deleting them, but you still have them in case you need them.

Do you have these?
Code:
[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -130.33333333333, -4

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -163.66666666667, 24
You can comment them:
Code:
;[State 810, Bind 4]
;type = TargetBind
;trigger1 = AnimElem = 4
;pos = -130.33333333333, -4

;[State 810, Bind 5]
;type = TargetBind
;trigger1 = AnimElem = 5
;pos = -163.66666666667, 24
so they won't work. Or you can delete them. It's the same.
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#42  July 08, 2014, 02:28:02 pm
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Oh right, I'll add them and see what they do.
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Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#43  July 08, 2014, 09:58:17 pm
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Fixed everything aside for Z Conuter.

Next release will have Teleport and EX Teleport, but make a topic on the Development Help page as its tearing my hair out.
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Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#44  July 08, 2014, 10:05:09 pm
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My computer keeps saying it's malicious and don't download it. Is anyone else having that problem?
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#45  July 08, 2014, 10:06:47 pm
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lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#46  July 09, 2014, 03:03:37 am
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Cant DL.. Says malicous?? & my browser blocked it.... :(
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#47  July 09, 2014, 01:06:39 pm
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Ignore the message, then recover the file in the Downloads page of your browser (Google Chrome). The rar hasn't any virus or malicious files, it's just Chrome reacting to .cmd files.
Re: Kid Goku - Infinite Styled Beta2 - UPDATED 7/7/14
#48  July 16, 2014, 06:51:22 pm
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Ignore the message, then recover the file in the Downloads page of your browser (Google Chrome). The rar hasn't any virus or malicious files, it's just Chrome reacting to .cmd files.

Got it! Thnx Bro!!!
Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
#49  July 23, 2014, 04:18:30 pm
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Last Edit: July 23, 2014, 04:28:08 pm by ApolloGrimoire
Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
#50  July 23, 2014, 05:06:01 pm
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Still can't DL it. its giving me that funky message again,, :{
Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
#51  July 23, 2014, 06:17:15 pm
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Use Firefox. It's designed like Chrome now.
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Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
#52  July 23, 2014, 07:25:35 pm
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ok, I'll tell you what to do to make the grab better
1. first, comment the TargetBinds that have as trigger1 AnimElem = 4 and AnimElem = 5 (in state 810);
2. second, in the same state find the TargetState and change the AnimElem from 5 to 3: the code should look like this:
Code:
[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 3
value = 821
3. lastly, go to state 821 and in this part of the state:
Code:
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40
change the velset to 7,0 (or any value you want).


Read this. You forgot to do something.
The first thing I listed.


Still can't DL it. It's giving me that funky message again. :{
Where's the problem? I've already told you how to recover (or keep) the file and that there is no virus.
Last Edit: July 23, 2014, 07:29:06 pm by Alex Sinigaglia
Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
#53  July 23, 2014, 07:26:38 pm
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Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Kid Goku - Infinite Styled Official Beta 2.0 - UPDATED 23/7/14
#54  July 23, 2014, 07:53:11 pm
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Found something else:
- no CLSNs when he does the Kamehameha special (the ki blasts), no the super (to be clear, the one you do with Hadouken motions);
- the guardsound for the above is not a guardsound;
- he can be hit when doing the forward or backward roll;
- he disappears for a bit when starting the Zero Counter;
- the Zero Counter (with the punches) doesn't hit;
- there's something wrong with the Kamehameha supers' superpause (like it starts later than intended); change their trigger to AnimElem = 1 instead of AnimElem = 3;
- the Kamehameha super has shadow.
Last Edit: July 23, 2014, 08:06:46 pm by Alex Sinigaglia
Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
#55  July 23, 2014, 09:06:22 pm
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Updated with the fixes, except for the forward/backward roll and the Z Counter's Hit Detection. I need help there.

Also, isn't the forward and backward roll meant to have CLSN's?
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Last Edit: July 23, 2014, 09:56:55 pm by ApolloGrimoire
Re: Kid Goku - Infinite Styled Offcial Beta 2.0 - UPDATED 23/7/14
New #56  July 24, 2014, 12:06:24 am
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Yes, just like the Dodge. Look at how the Dodge is coded and you'll see there is a NotHitBy. I think you can safely copy and paste it into the forward and backward rolls states.

Looks like I was wrong.
But there is a HitBy. So edit that. There aren't eight elements in the animation 710, why is animelemtime(8)<0 there?
You have to understand what the codes stand for.

Code:
[State 700, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AT
time = 1
This comes from the dodge.
SCA means Stand Crouch Air; AT means All Throws (look at the T; if instead of AT it was AA, it would be All Attacks; if it was AP it would mean All Projectiles).

Thus it reads as:
type is HitBy, it works always, for All Standing, Crouching, Air Throws. The time it works is 1 tick, but you don't have to care about it, because the trigger1 is equal to 1 (every single tick). And this is right in this case.


Code:
[State 710, HitBy]
type = HitBy
trigger1 = animelemtime(8) < 0
value = SCA,AT
time = 1
Code:
[State 715, HitBy]
type = HitBy
trigger1 = animelemtime(8) < 0
value = SCA,AT
time = 1
These come from the rolls. How come they have animelemtime(8) < 0 as trigger1? This way it will never work.

If anything you would put animelemtime(7)<0 so that you can be hit in the 7th element of the animation (which is also the last one).

Element = frame.
Last Edit: July 24, 2014, 02:57:58 pm by Alex Sinigaglia